News // changelog
Changelog
What's new in GameRelay, newest first. Follow it with RSS. Every SDK release's full notes are on GitHub.
Guides and honest comparisons
- Step-by-step guides for adding multiplayer to Phaser, Three.js and Kaplay games, for building one with Claude or ChatGPT, and for putting one on itch.io.
- Side-by-side comparisons with Playroom Kit, Photon, Colyseus and PartyKit, including when each of them is the better choice.
- This changelog, with an RSS feed.
Email notices and support@gamerelay.io
- Usage warnings by email when an account reaches 80% and 100% of its monthly traffic, once per level per month.
- Send them to a different address than your sign-in email: Account → Email, confirmed by a link.
- Write to support@gamerelay.io for help. Addresses that bounce or mark our email as spam are no longer emailed, and the Account page says why.
GameRelay in ChatGPT
- Both MCP servers work as ChatGPT connectors: the docs server (no account) and the account server, which manages your games, rooms, leaderboards and webhooks.
- Clients that support MCP Events can react to your game: a new #1 on a leaderboard, a room opening or closing, or a webhook that keeps failing.
Short links for rooms (SDK alpha.5)
- Every room has a short link on play.gamerelay.io that previews in Discord, iMessage and Slack with the room's name and your game's cover image.
- Link-only rooms: a room that nobody gets into by guessing its code, only with its link.
- Relays in San Francisco and New York for player-to-player connections, each on its own server.
Host controls and a server browser (SDK alpha.4)
- The room's host can kick and ban players, lock the room, list or unlist it, resize it and hand the host role over.
- Room lists show full and locked rooms on request, with a name, custom data and the host for each, and relay.online() says how many players your game has online.
- Player-to-player relays also accept TLS on port 443, for networks that block UDP.
Player to player, on by default (SDK alpha.2 and alpha.3)
- Broadcasts also go straight between players, on the same network or through GameRelay's nearest relay, racing the server's copy. Turn it off with connect({ lan: false }).
- About 18% fewer bytes per relayed message, and connections that recover by themselves after a network change.
- The SDK is on JSR as well as npm, with release notes on GitHub for every version.
The SDK is on npm
- npm i @gamerelay/sdk, published with provenance from the public gamerelay/sdk repo.
- The sync layer is complete: entities with smoothing, host entities that survive the host leaving, requests, claims, inputs, timers, slots and teams.
- Console warnings written for the AI that reads them, each naming the section of llms.txt with the fix.
The SDK owns the netcode
- Declare what exists in your game and who owns it; the SDK sends, smooths and hands it over. No hand-written position messages.
- relay.tick for a fixed-rate game loop that keeps running in hidden tabs, and a debug overlay with ping, smoothing and traffic.
- Invite links: room.inviteUrl(), room.shareInvite() and relay.joinInvite().
- Export your data or delete your account yourself, from the Account page.
Paid plans, sign-in options and a status page
- Paid plans through Stripe, with a founding price for early accounts.
- Sign in with Discord or Google, as well as GitHub.
- A public status page with uptime, players and rooms online, and your own ping.
GameRelay
- Rooms, quick match, lobbies with tags and room lists, parties, chat, saved player data, leaderboards and signed webhooks for browser games, with no server code.